Atari’s Missile Command
30m - 45m
2 - 5 Players
Ages 14+
Meeple on Board Rating
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As global tensions mount, leaders of powerful nations sit ready to defend their people or destroy their enemies. Alliances are formed, yet fragile. Deals made, but not always upheld. Diplomacy is just as important as strategic planning and procuring armaments. The missiles are at your command and the choice if yours: fire on your enemies or betray your allies in Atari’s Missile Command.
In Missile Command, 3 to 6 players venture into the world of the classic arcade game. Each player builds and deploys their supply of Missiles, Nukes and Interceptors on a mission to destroy as many enemy cities they can, while trying to protect their own.
Each round, the players can negotiate with each other, forging temporary alliances and truces, or trading funds and Missiles. Then, they secretly plot their attacks behind their Radar Screens. Finally, they reveal their attacks, and destruction rains down from the skies!
In the end, the player who can best protect their cities while destroying their opponents’ wins the game!
Ages | 14+ |
---|---|
Players | 2 Players, 3 Players, 4 Players, 5 Players, 6 Players |
Play Time | 30m – 45m |
Designer | Jonathan Gilmour, Violet Hargrave |
Mechanics | Secret Unit Deployment, Trading |
Theme | Video Game Theme |
Publisher | IDW Games |
locoineer88
Horrible unbalanced. There is nothing from stopping people from all attacking each other and ending the game on the first turn
musicalanarchy
Pretty cool game with interesting hidden prep phase mechanics. Plays a little strange in my opinion at an odd number, so I think it might be best at 4.
kalchio
"Overall, I like Missile Command! I was extremely pleasantly surprised when I played it, as I didn't know what to expect just from reading the rules. It's a bit fast (some games take 2 - 3 rounds), a bit frenetic, and the theme is kind of heavy, but it's a lot of fun! The negotiations are a bit cloak-and-dagger, which I appreciate, but when you're not negotiating you're trying to read whether or not you should be worried about someone coming in and blowing up your cities, which is also fun. It's also just interesting to me from a design perspective because it seems like a fairly firm foundation to try to test expansions and variants, and I'd be interested to see if there are developments in that area moving forward. Either way, I had a lot of fun playing Missile Command, and if you like negotiation, secret attacks, random tableaus, and occasionally explosions, you may enjoy it, too!" For my full thoughts, check out https://whatsericplaying.com/2018/06/25/ataris-missile-command/